Yeah Volks flame nade is abhorrent. Give Spios a non-doc flamethrower and take the nade away. Then give Volks the same nade as Panzerfusiliers.
Yeah agree, that's a very reasonable suggestion.
I've always said that Sandbags + Flame Nade + StG + Salvage + Faust, on a primary infantry squad, just takes the fun and strategy out of playing OKW.
I don't want a nerf but it needs a rebalance. Move the flame nade to a SPio flamer, or give LeIG flame rounds, or turn the StG into a more powerful but more short-range SMG upgrade... any one of those things will force a bit more unit diversity or strategical thinking.
Then I might start playing OKW again |
...they now "spawn" a single, circular sandbag pile big enough to cover at least 3 or 4 models?...
I see where you're coming from and what you want to solve, but I don't think the idea would work at all. Such an object would have to be big and awkward, and just get in the way everywhere.
One interesting way to balance buildable cover is to disallow building bags on capture points.
Better yet, turn capture point flags into no collision objects, that ways all sandbags can be used both other side and stops weird stuff happening with vehicles
Both are good ideas but the whole "disallow stuff in X area" thing is another thing that has to be communicated in the UI, and makes the game feel a bit fake, to me. Maybe just easier to make no-collision and get rid of the awkward, annoying clicking around flag objects, trying to set up a sandbag that doesn't provide cover to the enemy (but is impossible to judge and the positioning system might let them crowd in in on the corner anyway...).
Volks need sandbags because they’re much worse than Riflemen and need to sit in green cover to fight. If you remove sandbags from them it’s a MASSIVE okw nerf which is extremely unfair
Yes, exactly. Same with Tommies. But unlike Tommies, Volks can not only build cover on every point, they can also negate any cover with flame nade, they don't needcover to function properly, and with StGs they can discourage closing. So at the moment, Volks are the worst offenders for "sandbags on every point", IMHO. |
It's a strong ability, it can be very cheesy in certain situations, but in most cases it's a balanced risk for the salvaging player, and it adds some nice flavour to the game.
Asymmetric balance is hard but it's a lot more fun than having every faction play the same, no? |
The only change that is needed at the moment is to give PGrens a Hold Fire button, so the Shrecks aren't wasted firing at infantry, IMHO.
Dual Shreck 5-man PFusils, on the other hand... look at where that's gotten us... |
Well, I do think that the commander is not in a very useful state at the moment. He was basically an emergency "oshi, a Luchs and I have no AT" button, but now Sappers get snare anyway, he's not very useful.
"Hold the Line" was always useless and expensive, and the nerfs that you mentioned to the half-track, AT sections, and Croc were kinda deserved but have indeed not helped. The HT especially comes too late to be that useful.
I would agree that 3 or 4x AT rifles on the section, with worse AI DPS, or moving the HT to 3CP certainly would't hurt.
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My greatest wish would just be to revert the changes to Ostruppen, (revert cooldown and reinforce nerfs and get rid of the lmg upgrade option)
I actually agree with you. The whole point of Ostruppen is to have something different & fun to call in quickly and surprise your opponent. I never thought they were OP as some people said, when playing against them you just needed to learn how to react quickly and change up your strat, they weren't difficult to beat.
Now they've been homogenised just seem like a slightly worse Grenadier squad, they don't come out fast enough to ever be worth it. |
I think it's a really interesting idea, and might work really well.
I think it would be an interesting change, but since they can get piats in not sold. Unless the piats would disable sprint
Agreed, piats should disable sprint. They should also have the "can't shoot on the move" and "squad gets tired afterwards" mechanics to prevent abuse. If you have all that, I think it would work and it adds another level of skill & micro requirements to playing UKF.
Potentially it finally makes the "better in cover" mechanic actually work. At the moment we have "IS are better in cover... except yellow cover, since your squads will be instawiped by rifle nades or indirect, and except green cover since Volks have flame nade... and dodging or moving them around is pointless since they can't shoot while moving backwards, and their on-the-move DPS sucks so that just makes you lose the encounter anyway".
If it ends up being a massive buff for skilled players, then you can also remove or tune bolster
What if grenadier squads got 8 men with 4 Lmg's?
You're missing the point, UKF sucks at the moment and needs some redesign again. |
Just hope that CoH3 has a mute player button (that also mutes pings).
It's great to see Andy and Sturmpanther cracking down on stuff recently, but it's good that the bar is set high, only the most toxic of people deserve actual bans.
For noobs in 4v4 games who complain at everyone else and ping 5x a minute, despite being the worst on their team (and there is always one), a mute button would be a nice solution... |
I get that you're trying to be an edgelord but the current state of game balance is the best it's ever been, contrary to what you posit. No amount of Brit fanboi tears upon having your favourite faction nerfed slightly will justify reverting the faction to its previous bullshit levels.
You want Brits to have ridiculously overpowered units, while I would rather they fix the Brits to make it a playable faction. If Brits can't be a proper faction I'd rather they not even be played.
Mate, we are the ones trying to have a balance discussion. All you're doing is throwing around insults and aggro, not to mention assumptions and false accusations on other people's opinions. That's not the way to have a constructive discussion.
Back on topic, I think we all pretty much agree that Brits had OP units that needed nerfing, and now the problem is that the holes in the faction are more obvious. The question asked by OP, which we should actually try and answer, is whether we should revert the nerfs, fill another hole, or do nothing. If we fill a hole which one (flamer, assault inf, elite inf, rocket arty, mortar, halftrack, superheavy, ???) and wat do with the doctrine that we take it from?
Personally I do think some simple reverts on Sappers or Tommies might work fine, if accompanied by a significant corresponding price increase. On the other hand happy to play the current state of the game for a bit longer before I decide. Maybe there are some new strategies that work for Brits 1v1 involving early Bolster, who knows. |
This is literally the first patch in so many years that the Brits have been the weakest faction. Cheers to it staying that way for as long as possible.
This isn't true, there have been other tournaments where they were barely picked and lost almost every game where they were picked, then faced another rework (such as when Sappers were given a snare).
But thanks for at least being honest in saying that you prefer the game to exist in an unbalanced state. |